36#define movelib_move_simple(e,newdir,velo,blendrate) \
37 e.velocity = e.velocity * (1 - blendrate) + (newdir * blendrate) * velo
39#define movelib_move_simple_gravity(e,newdir,velo,blendrate) \
40 if(IS_ONGROUND(e)) movelib_move_simple(e,newdir,velo,blendrate)
var entity(vector mins, vector maxs,.entity tofield) findbox_tofield_OrFallback
vector movelib_dragvec(entity this, float drag, float exp_)
Simulate drag this.velocity = movelib_dragvec(this.velocity,0.02,0.5);.
void movelib_groundalign4point(entity this, float spring_length, float spring_up, float blendrate, float _max)
Pitches and rolls the entity to match the gound.
void movelib_brake_simple(entity this, float force)
float movelib_dragflt(float fspeed, float drag, float exp_)
Simulate drag this.velocity *= movelib_dragflt(somespeed,0.01,0.7);.
vector movelib_inertmove_byspeed(entity this, vector vel_new, float vel_max, float newmin, float oldmax)
Do a inertia simulation based on velocity.
void movelib_move(entity this, vector force, float max_velocity, float drag, float theMass, float breakforce)
vector movelib_inertmove(entity this, vector new_vel, float new_bias)